VirtuAnalytics

Novel Insights Through Data & Analysis

Virtua Fighter 5 REVO · v1.10 · Region: North America

Wolf

RX-7FD3S-Type-RS

Career matches13,687
Career win rate46.5%
Round win rate47.8%
Peak rank27
Distinct opponents295
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1413 #2,579 of 3,686 on the Elo list →

The overall rating moves on every match, whatever was picked; a character's rating adds this player's own adjustment on it. Both run from every recorded match since v1.10; how they are worked out is on the Elo list.

Characters played — VF5's own record

Wolf2713,6876,3647,32346.5%

These are the totals VF5 keeps for each character, read from the newest replay stored for it. They cover the player's whole ranked career and take no period.

Inputs per second

4,647 of 5,340 rounds counted

10.6 inputs a second (637 a minute) this season. Faster than 97% of the 4,069 regulars with enough rounds counted to compare.

By character played

Wolf10.66374,647

By opponent's character

Akira11.1667593
Jacky10.3620579
Wolf11.5689508
Aoi9.9596474
Sarah10.7642249
Lion10.4623226
Pai10.3620238
Goh10.4622226
Jeffry10.7644222
Jean10.6637244
Shun10.7639218
El Blaze10.7640182
Kage10.6634161
Brad10.5631120
Vanessa10.1603114
Lau10.764493
Lei Fei10.562885
Eileen10.261256
Taka10.965244
Dural10.462615

An input is any change on the controller (a new stick direction, a button pressed or released) from the bell to the moment a round is decided, over the live time of the round. Only rounds whose inputs have been decoded are counted. Who you face changes the pace too: see the inputs-per-second article under News.

Against each character

Akira179958453.1%+3.1
Jacky1644611828.1%-15.3
Wolf145667945.5%+0.4
Aoi134726253.7%+5.7
Sarah76364047.4%+6.2
Lion73433058.9%+10.7
Pai71343747.9%+3.5
Goh69333647.8%+0.7
Jeffry68333548.5%+5.5
Jean63293446.0%+3.0
Shun57213636.8%-6.7
El Blaze50183236.0%-4.7
Kage41212051.2%+10.1
Brad3482623.5%-13.9
Vanessa28121642.9%+3.1
Lau25121348.0%+0.4
Lei Fei2161528.6%-18.6
Eileen1551033.3%-7.3
Taka157846.7%+6.8
Dural3030.0%-28.1

1 of 13 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 13 questions at once; about 0.7 would by chance alone.

A matchup row is the particular people played on that character, not the character in general: one strong regular moves it as much as the matchup does.

By ring shape

Low Fence155758048.4%+5.5
Rectangle146658144.5%-2.8
Breakable Full Fence135597643.7%-2.7
Breakable Half Fence132716153.8%+12.4
Open130607046.1%+3.5
Full Fence126547242.9%+0.7
Single Wall124596547.6%+1.4
Octagon117477040.2%-8.3
Half Fence110367432.7%-13.0
Full Fence and Open78403851.3%+3.0

0 of 10 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 10 questions at once; about 0.5 would by chance alone.

With or without walls

StagesMatchesWin %Expectedvs expected
Walls76643.3%45.1%-1.7
No walls40947.4%44.2%+3.2

Walls against open: -5.0 points (95% range -11.3 to +1.4), p 0.126 — no measurable difference.

The fence-and-open stages and Training Room are on neither side, as on the stage report.

How these are tested
  • Each match gets an expected result from the two players' ranks, read off the ladder's rank-against-rank win rates, and shifted by one number per player so the expected wins add up to the actual ones. A row's gap is how far above that expectation it sits, against the same measure over the player's other matches.
  • Matches against the same opponent are not independent, so each test is widened by how unevenly this player's results fall across the people they played. Rows under 30 decided matches or 10 different opponents on either side carry no test, and each table is corrected for the number of rows tested in it.
  • Not adjusted for: how strong an opponent is for their rank. Rank carries most of it; the rest needs a rating model.

Most played opponents

Most played opponents, most recent first

M&E (Rank 23)2026/10/1540251562.5%
dalmax72 (Rank 26)2026/10/142091145.0%
omuretukun (Rank 24)2026/10/132316769.6%
ぽん (Rank 28)2026/10/121971236.8%
manekinecogames (Rank 25)2026/10/112112957.1%
ゅろぽ (Rank 23)2026/10/11147750.0%
orz (Rank 29)2026/10/1168175125.0%
nekota (Rank 26)2026/10/101641225.0%
GWO (Rank 25)2026/10/052115671.4%
hellohair (Rank 23)2026/09/291851327.8%
失礼!スマッシュ☆彡 (Rank 26)2026/09/291310376.9%
はげまん (Rank 30)2026/09/291731417.6%
ryu0613 (Rank 28)2026/09/15141137.1%
HayanieMozu (Rank 22)2026/09/13139469.2%
インドラー (Rank 26)2026/09/13130130.0%
Gun-Interceptor (Rank 27)2026/09/132051525.0%
hahaha (Rank 27)2026/09/081431121.4%
mokoha_jean (Rank 23)2026/09/061614287.5%
スタンプジャンパー (Rank 22)2026/09/021310376.9%
NEKOz (Rank 25)2026/08/30148657.1%
kimxxxtt (Rank 24)2026/08/28145935.7%
Martin1833 (Rank 24)2026/08/2422121054.5%
Multipla (Rank 24)2026/07/17137653.9%
トマト牛乳♪ (Rank 27)2026/07/051931615.8%
kobaman (Rank 22)2026/06/191771041.2%

Round openings

Wolf

Career
6,364–7,323 · 46.5%
This season
1,331 matches · 44.9%
Peak rank
27

First hit in 62.9% of 4,886 rounds. Won 50.3% of the rounds they struck first, 44.1% of the rounds they were struck first.

Significant Tells

  • In round 1: attacks straight away in 62.3% of rounds, against 45.1% in their other rounds.
  • Against Brad: evades first in 20.9% of rounds, against 7.4% against everyone else.
  • On Rectangle stages: evades first in 12.6% of rounds, against 7.0% on the other stages.
  • After opening the round before by evading: evades first in 17.2% of rounds, against 7.4% after anything else.
  • After losing a round: attacks straight away in 50.0% of rounds, against 39.9% after winning one.
  • In round 1: opens with “PP Jab Straight into PPP One Two Upper” in 31.9% of rounds, against 17.1% in their other rounds.
  • Against Akira: opens with “63214P Screw Hook into 63214PP Screw Lariat” in 6.1% of rounds, against 3.6% against everyone else.
  • After opening the round before with “63214P Screw Hook into 63214PP Screw Lariat”: opens with “G guard into 62K Low Drop Kick” in 16.0% of rounds, against 5.2% after anything else.
  • After losing a round: opens with “PP Jab Straight into PPP One Two Upper” in 20.4% of rounds, against 13.8% after winning one.
  • When ahead: opens with “62K Low Drop Kick” in 9.3% of rounds, against 6.2% when level or behind.

How is this tested?

Jab StraightPP into One Two UpperPPP1,02320.8%
crouch into Low Smash2K4178.5%
Low Drop Kick62K2745.6%
guardG into Low Drop Kick62K2384.8%
Screw Hook63214P into Screw Lariat63214PP1944.0%
evade up into throwP+G1693.4%
punchP into One Two UpperPPP1633.3%
backward movement into One Two UpperPPP1553.1%
Elbow Butt4P into One Two UpperPPP1352.8%
backdash1282.6%
backdash into punchP1102.2%
punchP into Jab StraightPP1082.2%
throwP+G781.6%
forward movement into crouch751.5%
backdash into guardG661.3%

210 further openings account for the other 1,580 rounds.

Counted from 1,224 of the 1,331 matches played. The rest were not pulled for openings.

By stage type

Record against each character on walled and open stages, as Wolf

OpponentWallsNo wallsWalls vs open, rank-adjusted, pts
Akira46–51 · 47%27–21 · 56%-11.8
Jacky22–64 · 26%13–30 · 30%-2.5
Wolf33–48 · 41%22–21 · 51%-7.7
Aoi40–35 · 53%22–21 · 51%+4.9
Goh20–12 · 62%11–16 · 41%too few to test
Lion20–13 · 61%12–10 · 55%too few to test
Jeffry16–18 · 47%11–11 · 50%too few to test
Jean23–24 · 49%3–8 · 27%too few to test
Pai14–16 · 47%12–11 · 52%too few to test
Sarah14–13 · 52%14–9 · 61%too few to test
Shun4–18 · 18%13–11 · 54%too few to test
El Blaze12–20 · 38%3–8 · 27%too few to test
Kage15–11 · 58%3–0 · 100%too few to test
Brad2–15 · 12%6–11 · 35%too few to test
Lau3–9 · 25%8–1 · 89%too few to test
Vanessa8–5 · 62%3–5 · 38%too few to test
Lei Fei2–12 · 14%4–2 · 67%too few to test

Nothing reliable: no gap here is bigger than stage luck alone produces.

Walls: every fence, rectangle and octagon stage. No walls: open, low fence and single-wall stages. Snow Mountain and Training Room are left out.

107 of this character's decided matches could not be matched to the round-openings pull, which is what says the character was played, and are left out of this table.

How is this tested?

How these are tested

A tell is a habit in how this player starts a round: something they do clearly more often in one situation than in the others — backing off more in round 2, say, or opening with one move more against one character. Each situation is compared with how they actually opened their rounds, and a tell is listed only if it is too strong to be a fluke even after allowing for how many situations were checked on this page. Anything weaker is left out, so a character with no tells listed may still have habits, just none the data can show for certain.

  • An opener is filed by what the player did first: attack (a named move or any button), move in (forward dash, forward movement or crouch dash forward), wait (guard, crouch or no input), back off (backdash, crouch dash back or backward movement) or evade. Each is also tested as the exact opener: the character's five most used, and the rest together.
  • Up to ten things known before a round starts are tested against the opener: which round it is, the opponent's character, the ring shape, how the player opened the round before and how the opponent did, whether they won or lost the round before, who landed the first hit of the round before, whether they go into it ahead, level or behind, and -- where a Shun is playing -- the drink points he starts it on: the player's own if they are Shun, the opponent's if they face one. Each is a chi-square test, divided by how much more alike the rounds of one match are than separate rounds would be, and never made more generous by it. Checked by shuffling the data so that nothing is there: the tests then find something no more often than chance allows.
  • Round results and drink points come from each match's round record, matched to its openers by the two players and the date. A match whose record is missing, lacks rounds the openers have, or does not add up to the match's result sits out of those four tests only. These four are compared only between rounds of the same number -- the score and the drinks follow from which round it is (every match starts level and on no drinks), so a pattern that is only “the first round is different” is not counted as one of theirs. Drawn rounds count toward neither side of the score, and the round after one has no previous result. Drink points are grouped as on the Shun report (none, 1–4, 5–9 and so on), with neighbouring groups joined where they are thin.
  • A character is tested with at least 300 rounds from 30 matches. Rare cases are pooled before testing, and a pattern is only named where it holds up after correcting for every test on this page (18 here; about 0.9 would come up by chance alone before the correction).
  • Walls against open is tested per opponent with 30+ matches and 10+ different players on each side, allowing for both players' ranks, and corrected across every player page at once: 0 of 2,552 hold up. With stages shuffled at random: 0 of 2,651–2,673.

Tests behind each character's list

  • Wolf: 10 of 18 tests hold up